Has anyone looked at porting vanilla to the iphone? I would be able to distribute it via the app store, but don't have time to do the coding.

iphone apps are based on Objective-C, which is a superset of C/C++. As long as there was no scripting code needed, it may be doable. I know the gameplay quality may not be as high as desktop keyboard + numpad, but... angband on iphone!

There were a couple of posts about it in this thread. A good place to start might be the Ridiculous Fish cocoa port of 3.0.6 for anyone who wants to tackle this - V has seen some re-architecture since then but nothing insurmountable...

The Angband-3 directory in the ridiculousfish sources clearly uses Lua, a scripting language, so it would not be permissible to distribute an iPhone app based on them. The 2.x sources don't use a scripting language, so they would be a better starting point.

The Angband-3 directory in the ridiculousfish sources clearly uses Lua, a scripting language, so it would not be permissible to distribute an iPhone app based on them. The 2.x sources don't use a scripting language, so they would be a better starting point.

p.

I imagine you'd be better off using Angband 3.0.9b as a basis for a port, if not 3.1 when it comes out, just because then you have a version that is still in active development. (post-3.0.6 versions don't use Lua)

I think an angband variant on the iphone is a great idea.
I don't have any technical advice, but from a marketing perspective, PLEASE name the game something other than angband or a variation thereof. Unless you are already an RPG'er or serious JRRT fan, the name doesn't sell.

Yes, but each variant is referred to by only one name. You won't go search for information on "dungeonthingy" and not find that information because the versions for all other platforms aren't named "dungeonthingy", but "angband".

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